Research revamp
The current research system works something like this:
- Invest N turns into researching a general topic (Civilization, Warfare, Magic, Adventure, Diplomacy)
- Once you devoted roughly L * 3 turns (where L is the current level of the topic), you get to choose a break through. The breakthroughs that are available are based on some form of probability
- Once you've chosen the breakthrough that you want, you can select the next topic to research.
Issues with current system:
- It requires L times more turns to research a new breakthrough than it took to research the previous breakthrough in a specific topic
- Logically the system doesn't make a large amount of sense. Ex: "Hey fellow scientists, let us research improvements to farming. *6 days later* Oops! We accidentally learned that we should build bars!"
- It takes a very large amount of time to research a number of low-level technologies due to how quickly the required number of turns increases to reach the next breakthrough
- As another user brought up earlier on the forums, trading technology will become rapidly unbalanced.
New proposed system:
- Keep technology organized into topics the way it is now (Civilization, Warfare, Magic, Adventure, Diplomacy)
- Assign a probability to each technology that will govern the chance of it becoming available to the player
- Present a number of technologies to the player that are available to research for each topic
- Allow player to select the technology they would like to research
- Base the number of turns needed to complete research upon the rarity of the technology in question
- Once the player has completed researching a specific technology, move it to the completed screen
- Replace the empty space with a new technology from the correct topic based on probability.
Basically mimic the MoM research system.